[wpn_abakan]:identity_immunities,weapon_probability,default_weapon_params GroupControlSection = spawn_group $spawn = "weapons\abakan" ; name and section in level editor $npc = on $prefetch = 8 scheduled = off ; option for ALife Simulator cform = skeleton class = WP_AK74 ; class of the weapon that corresponding to CPP class description = st_wpn_abakan_descr ef_main_weapon_type = 2 ef_weapon_type = 7 default_to_ruck = false sprint_allowed = true ;------------------------------------------------------------------------------- cost = 6000 ; the price of the item weapon_class = assault_rifle ; the type of the box that will be used in buy-menu in multiplayer mode inv_weight = 4.0 upgrades = up_gr_firstab_abakan, up_gr_seconab_abakan, up_gr_thirdab_abakan, up_gr_fourtab_abakan, up_gr_fifthab_abakan installed_upgrades = upgrade_scheme = upgrade_scheme_abakan ;-ТТХ--------------------------------------------------------------------------- hit_power = 0.31, 0.31, 0.31, 0.31 hit_impulse = 100 ; size of physic impulse by bullet hit_type = fire_wound ; [] type of the wound fire_distance = 200 ;1000 ; maximum fire distance that bullet can fly bullet_speed = 550 ; starting bullet speed rpm = 570 ; max round per minute rpm_empty_click = 200 use_aim_bullet = false ;Поддерживается ли первая суппер пуля time_to_aim = 0 base_dispersioned_bullets_count = 2 ;количество пуль, выстреленных с базовой дисперсией без отдачи base_dispersioned_bullets_speed = 600 ;начальная скорость пуль, выстреленных с базовой дисперсией без отдачи hud = wpn_abakan_hud misfire_probability = 0.005 ;вероятность осечки при максимальном износе !!!old - now not working ;изношенность, при которой появляется шанс осечки misfire_start_condition = 0.6 ;изношеность при которой шанс осечки становится константным misfire_end_condition = 0.1 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = 0.0037 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.05 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.0012 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.0013 ammo_elapsed = 30 ; obsolete ammo_mag_size = 30 ; clip (magazine) size fire_modes = 1, 2, -1 ammo_class = ammo_5.45x39_fmj, ammo_5.45x39_ap ; name of the ltx-section of used ammo grenade_class = ammo_vog-25 ; name of the ltx-section of used grenades launch_speed = 0 hand_dependence = 1 single_handed = 0 ;---DOF------------------------------------------------------------------------- zoom_dof = 0.5, 1.0, 150 reload_dof = 0.0, 0.5, 5, 2 ;-Дисперсия-------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.29 ;0.15 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.4f crosshair_inertion = 6.85 ;отдача cam_return = 0 cam_relax_speed = 10 ;скорость возврата в исходное положение cam_relax_speed_ai = 360 cam_dispersion = 0.8 ;увеличения угла (в градусах) с первым выстрелом cam_dispersion_inc = 0.4 ;увеличениe cam_dispersion с каждvм вvстрелом cam_dispersion_frac = 1.0 ;ствол будет подvматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac) cam_max_angle = 50.0 ;максимальнvй угол отдачи cam_max_angle_horz = 50.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 0.5 ;(degree) size of step camera moved in horizontal position while shooting PDM_disp_base = 0.5 PDM_disp_vel_factor = 2.0 PDM_disp_accel_factor = 2.0 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 zoom_cam_relax_speed = 10 ; scope & ironsight zoom_cam_relax_speed_ai = 360 zoom_cam_dispersion = 0.7 zoom_cam_dispersion_inc = 0.35 zoom_cam_dispersion_frac = 1.0 zoom_cam_max_angle = 50.0 zoom_cam_max_angle_horz = 50.0 zoom_cam_step_angle_horz = 0.5 fire_dispersion_condition_factor = 9 ;увеличение дисперсии в процентах при максимальном износе ;------------------------------------------------------------------------------- holder_range_modifier = 1.0 ; во сколько раз увеличивается eye_range holder_fov_modifier = 1.0 ; во сколько раз увеличивается eye_fov min_radius = 30 ; [] for AI max_radius = 100 ; [] for AI hit_probability_gd_novice = 0.80 hit_probability_gd_stalker = 0.80 hit_probability_gd_veteran = 0.80 hit_probability_gd_master = 0.80 ;------------------------------------------------------------------------------- slot = 2 ; // secondary animation_slot = 2 ; type of the animation that will be used inv_name = st_wpn_abakan ; name in inventory inv_name_short = st_wpn_abakan inv_grid_width = 5 ; position and size of the icon that will be used to display weapon in the inventory menu inv_grid_height = 2 ; all icons are on the texture ui_icon_equipment.dds, inv_grid_x = 6 ; position and size are in terms of 64x64 squares inv_grid_y = 2 upgr_icon_x = 591 upgr_icon_y = 748 upgr_icon_width = 291 upgr_icon_height = 115 kill_msg_x = 119 kill_msg_y = 199 kill_msg_width = 93 kill_msg_height = 32 ;------------------------------------------------------------------------------- position = -0.026, -0.178, 0.0 orientation = 0, 0, 0 fire_point = -0.0,0.228,0.713 fire_point2 = -0.0,0,153.608 flame_particles = weapons\generic_weapon05 smoke_particles = weapons\generic_shoot_00 grenade_flame_particles = weapons\generic_weapon01 shell_point = 0.120000,0.000000,0.070000 shell_dir = 0.0, 0.0, 0.4 shell_particles = weapons\generic_shells ;--STRAP PARAMETERS----------------------------------------------------------------- ;под мишкой strap_position = -0.26,-0.11,0.25 ; position (offset) and orientation of the weapon when it is strapped strap_orientation = -15,-9,110 ; (3rd person view in degrees) strap_bone0 = bip01_spine2 strap_bone1 = bip01_spine1 startup_ammo = 90 visual = dynamics\weapons\wpn_abakan\wpn_abakan.ogf light_disabled = false light_color = 0.6,0.5,0.3 light_range = 5 light_var_color = 0.05 light_var_range = 0.5 light_time = 0.2 ph_mass = 4 ;addons scope_status = 2 ; 0 - no addon silencer_status = 0 ; 1 - permanent grenade_launcher_status = 0 ; 2 - attachable zoom_enabled = true ; (on,off)zoom mode (right mouse button) zoom_rotate_time = 0.25 scope_zoom_factor = 50 ; fov for zoom mode scope_texture = wpn_crosshair silencer_name = wpn_addon_silencer ; section name for the attachable silencer silencer_x = 228 ; offset in inventory icon silencer_y = 9 grenade_launcher_name = wpn_addon_grenade_launcher; section name for the attachable grenade launcher grenade_launcher_x = 126 ; offset in inventory icon grenade_launcher_y = 24 scopes_sect = scope_abakan, scope_x2.7_abakan, scope_live_detector_abakan, scope_night_abakan ;звуки snd_draw = weapons\ak74_draw snd_holster = weapons\generic_holster snd_shoot = weapons\n_abakan_shot snd_empty = weapons\gen_empty, 0.5 snd_reload = weapons\groza_reload, 0.7 snd_shoot_grenade = weapons\gen_grenshoot snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8 snd_switch = weapons\groza_switch, 1.0, 0.5 snd_bore = weapons\abakan_bore, 0.7 ;silencer_flame_particles = weapons\generic_weapon01 silencer_smoke_particles = weapons\generic_shoot_00 snd_silncer_shot = weapons\w_ak74_shot1 silencer_light_color = 0.6,0.5,0.3 silencer_light_range = 0.01 silencer_light_var_color= 0.05 silencer_light_var_range= 0.5 silencer_light_time = 0.2 [wpn_abakan_hud] zoom_hide_crosshair = true attach_place_idx = 0 item_visual = dynamics\weapons\wpn_abakan\wpn_abakan_hud.ogf hands_position = -0.073500,-0.146000,0.192000 hands_orientation = -2.799999,0.600000,3.099998 hands_position_16x9 = -0.079500,-0.149500,0.131500 hands_orientation_16x9 = -1.450001,2.199999,2.849998 item_position = 0.002869,0.003757,-0.006812 item_orientation = -16.124039,-3.597800,1.014648 shell_point = 0.019,0.073,0.234 shell_dir = 0.0, 1.0, 0.0 shell_bone = wpn_body fire_point = 0,0.049,0.716 fire_bone = wpn_body fire_point2 = 0.0,-0.027,0.603 fire_bone2 = wpn_body anm_show = abakan_draw anm_hide = abakan_holster anm_idle = abakan_idle anm_idle_sprint = abakan_idle_sprint anm_idle_moving = abakan_idle_moving anm_shots = abakan_shoot anm_reload = abakan_reload anm_idle_aim = abakan_idle_aim anm_switch = abakan_switch_off ;abakan_switch_off anm_switch_g = abakan_switch_on ;abakan_switch_on anm_bore = abakan_idle_bore anm_hide_w_gl = abakan_holster_w_gl anm_show_w_gl = abakan_draw_w_gl anm_idle_w_gl = abakan_idle_w_gl anm_shots_w_gl = abakan_shoot_w_gl anm_reload_w_gl = abakan_reload_w_gl anm_idle_w_gl_aim = abakan_idle_aim_w_gl anm_idle_sprint_w_gl = abakan_idle_sprint_w_gl anm_idle_moving_w_gl = abakan_idle_moving_w_gl anm_bore_w_gl = abakan_idle_bore_w_gl anm_show_g = abakan_draw_w_gl ;abakan_draw_grenade anm_hide_g = abakan_holster_w_gl ;abakan_holster_grenade anm_idle_g = abakan_idle_w_gl ;abakan_idle_grenade anm_reload_g = abakan_reload_grenade anm_idle_g_aim = abakan_idle_aim_w_gl ;abakan_idle_grenade anm_shots_g = abakan_shoot_grenade anm_idle_sprint_g = abakan_idle_sprint_w_gl ;abakan_idle_sprint_grenade anm_idle_moving_g = abakan_idle_moving_w_gl ;abakan_idle_moving_grenade anm_bore_g = abakan_idle_bore_w_gl ;abakan_idle_bore_grenade aim_hud_offset_pos = -0.083500,0.039000,-0.066000 aim_hud_offset_rot = -0.005000,-0.045000,0.002500 aim_hud_offset_pos_16x9 = -0.083000,0.045000,0.029000 aim_hud_offset_rot_16x9 = 0.025000,-0.020000,0.005000 gl_hud_offset_pos = 0,0,0;-0.053000,-0.059000,0.000000 gl_hud_offset_rot = 0,0,0;-0.145000,0.000000,0.000000 gl_hud_offset_pos_16x9 = 0,0,0;-0.130000,0.003500,0.000500 gl_hud_offset_rot_16x9 = 0,0,0;0.052500,0.045000,-0.010000 lean_hud_offset_pos = 0,0,0 lean_hud_offset_rot = 0,0,0 [scope_abakan] scope_name = wpn_addon_scope scope_x = 47 ; offset in inventory icon scope_y = 0 [scope_x2.7_abakan] scope_name = wpn_addon_scope_x2.7 scope_x = 47 ; offset in inventory icon scope_y = 0 [scope_live_detector_abakan] scope_name = wpn_addon_scope_detector scope_x = 47 ; offset in inventory icon scope_y = 0 [scope_night_abakan] scope_name = wpn_addon_scope_night scope_x = 47 ; offset in inventory icon scope_y = 0 ;----------------------------------------------------------------------------- ; Уникальнvе ;-----------------------------------------------------------------------------